XCOM 2
Long War of the Chosen [Experimental]
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Update: 10 Feb @ 3:10pm

  • Fixed Center Mass / AMF / Lethal / Blood Thirst code that was broken last patch.
  • Updated Spanish localization.

Update: 9 Feb @ 8:25pm

Assuming no other immediate issues, this should be the 1.2.2 release version (other than updating Spanish translation which I forgot to again)

  • Added a popup that will appear after opening the game if your Community Highlander version is out of date (older than version 1.29.0), needed for things like the Psi Operative XCOM/pistol row perks
  • Redid how Coil shred (when you have Shredder) works from a hidden ability on coil weapons to an effect that checks weapon tech, improving modded weapon compatibility.
  • If a soldier is infiltrating a mission while holding a unique item such as the Hunter's Axe or Bolt Caster and an upgrade for the unique item is purchased, the item will now upgrade when the soldier returns from the mission they are on instead of just being bricked in limbo
  • Updated the effects used by Blood Thirst, Center Mass, Lethal, and Alpha Mike Foxtrot to apply their damage modifiers before others. This fixes the interaction between Blood Thirst and Reaper, and allows these abilities to benefit from percent-based damage modifiers as well
  • Fixed the description of Moving Target showing 0 defense and 0 dodge reduction
  • Fixed reinforcements on Avenger Defense (UFO type) missions being only M1 troopers
  • Disabled LW's integrated Revival Protocol Fixes code because Highlander now includes it, so there is no need for it to remain in LW

Update: 5 Feb @ 8:53pm

  • Single target suppression debuff no longer stacks
  • Serial should no longer apply critical chance penalties to non-primary weapon
  • Fixed issue where Serial damage falloff resetting if you save/load
  • Improved handling of some event listeners that were modifying history
  • Fixed number of charges in Homing Mine localization
  • Fixed a UI bug where Covert Action Failure chance would not reset after closing and re-opening the covert action screen
  • Refactored Alien Ruler handling. Fixes inconsistent pod size issues, and infiltration preview is now correct for missions with rulers on them (it wasn't handling the swaps properly)
  • Alien Ruler base appearance chance increased from 50% to 60% so they show up a bit more. The missions they are on are unchanged (troop columns, UFOs)
  • Fixed the German description for Liberation 1 not specifying it as a Liberation mission

Update: 28 Jan @ 9:33am

  • Fixed Watch Them Run not applying the Covering Fire effect (needed to actually make its overwatch work with Covering Fire)
  • Fixed Hunker Down removing Burning (accidentally caused last update)
  • Fixed missing AbilityDescName for Laser Pistol

Update: 27 Jan @ 6:12pm

more fixes for 1.2.2:

  • Fixed the new throwing knife animation not showing up
  • Fixed the Reinforce activity (moving str) not excluding regions that are starting an invasion or are the recipient of a reinforce activity themselves from the checked region as being a source region for the strength
  • Improved internal handling of Phosphorus, SharpshooterAim, and Deep Cover effects for better mod compatibility
  • Fixed Moving Target using old config and giving 50 defense instead of 15
  • Fixed Serial damage falloff being able to cause shots to do 0 damage
  • Fixed Bring Em On not being bound to the weapon properly on a few XCOM deck setups
  • Fixed some old typoed config mapping the golden path missions to LW UI stuff
  • Added the [x] button to remove a single attachment from weapons in armory weapon upgrade

Update: 24 Jan @ 7:11pm

1.2.2 Test:

  • Fixed Low Profile providing defense against melee attacks.
  • Fixed None Shall Pass triggering when the unit is still concealed. It now works the same as bladestrom/CCS and will activate after concealment is broken.
  • Fixed some handling of events that could cause some effects to be removed prematurely. For example, this fixes the Steady Weapon bonus missing from the Extended Information flyover.
  • Fixed Bluescreen Round's disorient chance against robotic units not working at all.
  • Fixed display of the crit bonus and armor piercing bonus for the Anatomy perk
  • Refactored pod diversity system code to improve handling of encounterlist merging
  • Fixed some localization


  • Added Stun Lancers, Priests, and Purifiers to FL4/5 Alien Followers, to increase diversity of big alien pods at those FLs. These pods are often on UFOs or Supply Raids and would spam Vipers and Sectoids only.
  • Tweaked the reward soldier generation class rolls. Previously, LW used a base game function that tries to pick the most "needed class" based on some Firaxis-created criteria. 1.2.1 changed it to be fully random when I was fixing another mod<>mod interaction issue. Now, it uses a weighted random, building the full random deck list and then adding the "needed classes" to that to double the chance of those classes being rolled.

Update: 18 Jan @ 2:56pm

  • Fix bug where captured soldiers who died during the rescue mission would keep showing up.
  • Fixed handling of the RewardUnitGenerated event to allow other mods to interact with units generated as mission rewards and black market soldiers.

Update: 17 Jan @ 10:26pm

Sync version 1.2.1 with main release listing

Update: 18 Dec, 2024 @ 9:06pm

  • Sync experimental with latest workshop hotfix.

Update: 15 Dec, 2024 @ 10:07pm

RC2:

This is the version that will go live on the main workshop item assuming no other issues are found with it.

  • Infiltration UI now properly handles missions that are spawned in liberated regions.
  • Boost button tooltip now properly handles golden path missions.
  • Disabled XCOM reinforcements on the UFO Avenger Defense mission, since you get 12 people and the people sent out are often unequipped.
  • Skyranger travel speed is sped up massively, infiltration haltpoint changed back to 100% and UI padding time changed from 2 hrs to 0.5 hours.
  • Chryssalid Soldier and Hive Queen now have proper custom attacks instead of using the base chryssalid attack with a hidden damage boost ability. Improves UI in F1, and fixes issue with chryssalid poison doing way more damage than intended.
  • Chryssalid Soldier now has 10/20/30/40 base crit chance, and Hive Queen now has 20/35/50/60 base crit chance. This makes combatives tanking them much riskier, which it should be given these are massive units. Hive Queen loses 2 base damage to compensate.
  • Upgraded exotic grenades (fire, gas, acid, EMP bomb) now consume the base variants to build in exchange for one of the corpses, so it's now 1 corpse + 1 base grenade instead of 2 corpses to build the upgraded ones.
  • Final new version popup enabled for testing.

    Full LWOTC 1.2 changelog:
    https://docs.google.com/document/d/1BR6eezkN_qqgQX7ifrIrlJqFoYK_OSihDoQGX7tXNBc/edit?usp=sharing